Widowmaker1981, on 16 September 2016 - 12:50 AM, said:
I can't really believe with how much you are on the forums that you have not seen the explanation that delayed convergence doesnt work with HSR, so.. what do you want them to do?
Remove HSR? LOL NO. The moment i have to lead with hitscan weapons, by a different amount depending on target ping is the moment i leave forever.. thats absurd, and is why i didnt play online shooters until internet connections became acceptable.
Or do you just think its lies, and delayed convergence works fine with HSR? Because that seems unlikely, since they implemented the mechanic in the first place, they obviously wanted it in.. why just ditch it?
NO convergence would just be terrible and ruin the game (because it would make long range damage insanely weak, handing the game to brawlers forever, since they tend to be less precise anyway and make up for it with raw dmg)
I don't necessarily believe the fact that true convergence systems cannot work with HSR (a problem almost everyone is willing to acknowledge KILLS that idea) is the end of what can be done with the "convergence" concept. The effects of convergence can, of course, be simulated, even if they can't be actually replicated directly.
Shot deviation for projectile weapons CAN be done, and in fact already is done for weapons like the LBX and SRMs. You can simulate the effects of a convergence system on these weapons by introducing variability of the spread/deviation of those weapons based on mech condition.
HSR weapons can't really do that. They always aim at a fixed point as required by their coding. I doubt we care that MGs always aim true, so mostly we're concerned about lasers. Duration-based weapons like lasers require being held on a specific point to maximize their damage. You can simulate the effects of convergence by reducing their damage-at-range values based on mech condition.
I actually did a write-up quite awhile ago about a new Stability-based system that simulates convergence in these ways. Moving, firing, etc decreases stability and incurs negative "convergence" effects... shot deviation for projectile weapons, reduced damage-over-range for lasers, etc. Base stability, recovery rate, and the effects of different actions varied by mech weight, so each class basically felt very different in how they handled. Of course, at the time, the game was turning out pretty balanced and folks kinda let the whole convergence thing go, so I never bothered to post it.